Infinity/N4 Tactics/Jurisdictional Command of Corregidor

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Revision as of 18:51, 19 August 2021 by 1d4chan>Benutzernamuel (Faction Features)
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An overview for faction units and tactics in N4. WIP

Why Play JCC?

Corregidor is no-bullshit. Their units are straight-forward, highly efficient in their purpose, but without any fancy tools besides the necessary.

Faction Features

  • Tons of wildcards: All the Wildcard units and characters make links a very flexible thing in JCC.
  • Limited LT choices: Three units with LT choice isn't much. One of them has a SWC tax. This is probably the biggest downside of this sectorial.
  • Just pay what you want: Since most units and profiles are very linear in their equipment and abilities you rarely pay extra for a tool you don't really want to have.

Special Skills

  • Terrain (Zero-G): A lot of units have this trait, which comes in really handy at the ITS12 missions with their Zero-G templates.
  • Courage: Corregidor troops stand their ground. Only a minority of units in this sectorial doesn't have this skill.
  • Skills 3:

Weapons and Equipment

  • Equipment 1:
  • Equipment 2:
  • Equipment 3:

Units Overview

  • Overview 1:
  • Overview 2:
  • Overview 3:

Remember to keep Unit blurbs below short and succinct. This is 'what they do and why they're good' not 'here's how you use them'. Keep them to a paragraph.

Light Infantry

  • Corregidor Alguaciles: These are the most basic units in the game, they are in fact the bare chassis that all other profiles and units are derived from. They fill the line troop slot, and have a LT option which comes at 1SWC- which feels really bad but sometimes it still is something to consider. Typical for a sectorials linetrooper they get Fireteam: Core.
    • Alguacil Vortex Lupe Balboa: Costs extra for MIM (-3), Dogged and being a specialist. She also gets a Panzerfaust and access to smoke- and she's a wildcard.
  • Clockmakers: A clockmaker is a premium engineer, able to use their WIP 15 and burst 2 gizmo kit to very easily fix models that have STR or have suffered the indignity of having states such as isolation applied to them.
  • Daktaris: He is a very basic doctor, only taking the bare necessities. Which makes him pretty good if you want the choice to be able to revive key models and fight a war of attrition or sustain a bout of bad luck.
  • Jazz and Billie: Jazz is for her points the best hacker in the game. The only things you could possibly want is a BTS stat of 9 or Wip 15. She has a hacking device plus with trinity +1 damage as a bonus program. This enables her to credibly threaten other hackers, support the rest of the army with white noise and hide in cybermask during the reactive turn if the opponent has killer hacking.
    • Billie: He is optionally purchased as a bundle with jazz. He is excellent by providing an additional repeater to defend the DZ or to push forward into the table to project hacking control. His EM-mines are excellent at threatening almost every troop type and his flashpluse is useful. He is also a extremely cheap regular order.
  • Tomcats: excellent selection of parachutist profiles. Doubles as a climbing plus assault piece and supporting specialist for a very attractive price in the form of the doctor and engineer profiles. You can repair models they have gone unconscious by the side of the table or score objectives. Profiles with shock mines or repeaters can bully the opponent well. Multi rifle+lsg engineer is super interesting, being unable to take a zondcat is a shame but the guns might make up for it.
    • Carlota Kowalsky, Timcats Sergeant: One of the rare units with Parachutist (Dep. Zone). Drop her into the backs of your opponent and murder their backfield while they beg you to just break up the game- at least if they leave you an oppening for such a move and don't mind losing a friend forever. As an engineer she's got more uses out of her Parachutist skill- no side of the table is off-limits for her. She also brings some nice weapon options for most situations, like the Breaker Combi Rifle, or either an Adhesive Launcher or a Panzerfaust. The Panzerfaust profile comes with MORIARTY, her PARA CC peripheral.
  • Valerya Gromoz, Mercenary Hacker: An inexpensive WIP 14 multi-purpose Hacker. She comes with a Pitcher, and can be easily parked next to a Salyut baggage REM to resupply. She can join any of the fireteams of JCC due to being a Wildcard which would potentially reduce costs, add specialists, or add more hacker support/fulfilling fireteams that have recently deceased troopers.
  • Warcors: 3pts for an irregular Flashpulse ARO. Fit them into your list whenever you got the slot and points, they're well worth it.

Medium Infantry

  • Hellcats: ARM 2, BTS 3, Courage and Combat Jump +3. Can be taken as a either a short or medium gun fighter. Due to the +3 mod they get to combat jump they're the best unit at hot dropping in the game , if you use support ware you get to drop on a 18. On the off chance that you do fail, having a Spitfire or hacker profile, landing in your Deployment Zone is not as bad. The deployable repeater profile is worth mentioning as you can very easily get repeaters in position in your opponents DZ to cause massive issues. Even though they have AVA 4, you should not be taking more than 2, as they can be order hungry.
  • Intruders: The former king, the one that veterans remember calling an auto take. Times have changed, but they are still strong, just not against everything. First off: BS 13, ARM 3, Camo and MSV2. Second: can take an MSR or an HMG. Third: Jaguars give you cheap smoke. Intruder can easily snipe off enemy killer units and ARO pieces from a distance and safety of smoke screen and Camo lets you abuse Surprise Shot. Unfortunately the modern trend of powerfull hard AROs in core fire teams such as the Kamau have made his job of enemy suppression much harder. Furthermore the lack of AP on the HMG can make it difficult to quickly tackle enemy armour with him. One wound means it’s easy to lose him to a Djanbazan sniper or a similar unit.
  • Sombras: A very tough, mobile midfield unit. They have arm 3, NWI and climbing plus allowing them to take a hit and move around terrain easily. They're a decent gun fighter with small arms carrying AP ammo, or a burst 4 gun in the form of the red fury which they can use very well very quickly thanks to forward deployment. The shotgun that the rifle profiles carry can be devastating. The hackers benefit a lot from having BTS 6 and NWI. The specialist operative is very strong due to not being hackable, having breaker and access to mines.
  • Wildcats: These have a interesting mix of profiles, the core of them is having BS13 and MSV1. The Heavy rocket launcher is very cheap, the hackers are interesting duo to having BTS6 and firefighting power. The engineer is combo of combat unit and relevant specialist. Perhaps most interesting is the Spitfire profile that has NCO. They have both Fireteam: Core and Haris, and the Number 2 skill.

Heavy Infantry

  • Evaders: Evaders are a slower, less durable HI unit thanks to only having 4-4 movement and 1W+NWI. However, they're still very mobile due to climbing plus and all count as specialists. The AP spitfire steals the show, giving you a excellent gun on a good chassis and you can choose to make him a engineer on top of it. A Engineer with a AP spitfire, what a world! You have the option to take a feuerbach, multi rifle or shotgun on him too. Note the Multi rifle has a Panzerfaust, and the Shotgun has AP Mines! Evaders became a staple in a lot of CJJ lists because they are a wildcard and can form both a haris- and a core-link.
  • Hellcats: Another wildcard option for Corregidor, they're also able to form a core-link themselves. The basic Heavy Infantry option. What sets these apart from other factions basic HI is that they have arm 5 and Courage which is an important perk, since Heavy Infantry are likely to roll Guts a lot. Can take both long and medium range weaponry and the basic MULTI Rifle option also has the ever present Light Flamethrower. These are one of the more durable LT choices in Corregidor.

Tactical Armor Gear

  • Gecko Squadron: The best example of the 'light tag' idea. Cheap, durable, packing low-SWC but effective weapons, they fill the slot of a 'superheavy' heavy infantry. Losing one is less of a problem in your list, and their general durability and decent (for a TAG) mobility makes them cost-effective. They will do work. A popular choice is running two in a Duo link.
  • Iguana Squadron: Larger than Gecko, but still a light TAG. Iguana’s claim to fame is the Ejection system and the 2 wound HI Operator. Basically Iguana is not designed to last, but to take at least one more shot than a regular TAG before going down. Mounted Repeater means it carries around it's own Hacker support. Comes with a vanilla HMG and a Heavy Flamethrower.
    • The Operator, unlike most TAG pilots, is not a Specialist Operative but does carry a HMG.

Remotes

  • Zond Remotes: Standard issue S3 Remotes, but with a twist here and there.
    • Reaktion: The HMG Total Reaction Remote. A good ARO piece and cheerleader for your aggressive troops. Climbing plus lets you reposition it easier.
    • Stempler: The Forward Observer Remote. A fast and cheap specialist and a mobile Repeater. Sensor makes it good for Camo hunting. Also Climbing plus.
    • Transductor: The Repeater/Flash Pulse Remote. Very good to have for increasing your hacking area. An absolute bargain at 7 points.
    • Vertigo: This thing can be very strong in a list that utilizes the faction strengths in spreading repeaters and taking good hackers. By threatening a guided missile strike after spotlighting a enemy model that wonders through your repeater area you can discourage them from passing through that area, denying it to the enemy. Furthermore in the active turn you can get a repeater within range of a target, spotlight them and then destroy them with the missiles. The missile launcher in direct fire can be a good hard aro denying areas parallel with your table edge, or later in the game watching your opponents models.
    • Meteor: Unique to Nomads, a Forward Observer Remote like the Stempler, but with AD: Combat Jump. This is awesome and hilarious.
  • Salyut Zonds: Standard issue S4 Baggage Remotes. Come with Deactivator, EVO Hacker and TR Combi profiles. EVO Hacker is nice if you run a lot of HI/REMS or just want to improve the odds of Hellcats landing where he's supposed to be.
  • Lunokhod Sputniks: Nomad-specific, come with Heavy Shotguns, D-Charges and Crazy Koalas, as well as Minesweeper, with a Repeater on top. Lunokhods guard your Deployment Zone from enemy infiltrators, clear out mines and can make a good push to mid-field if needed thanks to their high speed. Unlike most remotes they have both high ARM and BTS values. Mostly a board control unit.
  • Tsyklon Sputniks: Also Nomad-specific, these are long range combat Remotes for both offense and defense. The X-Visor is mostly useful at long bomb pitchers into the enemy. These have a spitfire for medium range gunfighting, or a feuerbach for long range. Unlike most remotes they have both high ARM and BTS. CJC gives them wildcard.

Warband

  • Jaguars: Come with Fireteam: Haris and Core, aswell as Dogged and MA L2. 10-11pts is a steal for these guys. All of the profiles get smoke, which is great for moving your gunfighters into their favorable rangebands, or pull of smokeshots with an Intruder. And they act as cheerleaders. You'll learn to love these guys really quick.
  • Senor Massacre: Totally-not-Deadpool is made for throwing eclipse grenades, and shank basically anything. Regeneration is really nice and gives him even more flavor. E/M CC Weapons are scary. E/M grenades in a link can be wicked. He's a wildcard, but having him run solo isn't a bad idea either. Just make sure to keep those terrible jokes coming whenever you run him.
  • Wolfgang Amadeus Wolff: One of JCCs wildcard options, but he's also very capable of going solo. He's got a MULTI Rifle (+1B) which is nice, but he really wants to get up close; Berserk (+3), MA L3 and a PARA CC Weapon (-6) are probably the meanest combination of things you can bring into CC in this sectorial. To finish the enemy unit off for good he's also bringing a DA CC Weapon.

Skirmishers

  • Corregidor Bandits: Corregidor's only Camo Infiltrator and an Irregular unit. Bandits have an unusual set of skills, which makes the the most toolboxy of the infiltrators. An FO/AHD/KD Bandit for example is a quick specialist, ADHL troop and a close combat killer, thanks to Martial Arts 2 and DA CCW. Or you can take a Combi Rifle + Mines+Repeater option for more traditional area denial. Booty can be very funny, the value of getting a HMG or 8-4 movement on these is crazy.
  • Moran, Maasai Hunter: You’d be a Moran not to take one. Walking repeater, FO profile, infiltration and, probably most importantly, Crazy Koalas. Morans make excellent area denial units and two of them can effectively block off enemy from advancing. Note that Camo units can slip through them.

Building Your Army

One to two short paragraphs on list building.

Tactics

  • Shoot Enemy, Don't Die:
  • Don't Die:
  • Play the Objective: